Thursday, September 15, 2011

YDIN - Current overview


Slowly but steadily I am writing YDIN. It doesn't happen as fast as I wish, because I basically write it in my freetime. And I also have other things to attend to in my freetime. Anyways, I have a clear picture in my head what I just basically need to write down in great layout.

I have several versions of YDIN but for some reason it works me best that I basically write it again when something new comes in. I can do minor edits to current texts but with bigger scale changes it's easier for me to write whole thing than start editing possibly several pages. This slows my work down a bit but at least I know what is happening and there should not be that many errors.

I have stuck with six abilities. I changed name "secondary abilities" (hit points and those based on abilities" to sub-abilities. They aren't secondary, because they are as important as basic abilities are. Name "secondary abilities" was a bit lame. I am not perfectly happy with name sub-abilities though but that's something I am looking for.

Skills now have five levels.

Skill level - description - used die - ability modifier

  • 0 - Unskilled - D6 - -2
  • 1 - Learned - D6 - +/-0
  • 2 - Routine - D8 - +2
  • 3 - Professional - D10 + 4
  • 4 - Master - D12 + 6
Tasks work same as previously. Ability score + skill ability modifier VS. skill level die.

Dexterity 4, swordfighting 2 character would roll D8 against target number 6.

I will keep rolling under and over, but the default system is rolling under.

Some critical hit table would be neat for attacks but I suppose I leave it for supplements.

Also I thought that every character should have initiative skills they know in "Learned" level, like athletics, reading/writing, brawling etc. It's silly to start using skill points and within every character spend same points so they can speak and climb... So there is set of basic skills.

In combat there will be different extra rules. Piercing both for bullets and sharp weapons, different conditions like fallen and so on.

Modifiers from different conditions I will keep the same. Harder or easier conditions are to use skill, more or less you roll dice. In easier you keep best result, in harder worst result.

Dexterity 4, athletics 2 character tries to climb up a wall. (6 against D8). If there are plenty of cracks and places to take a grip, it would be +1 positive modifier. So character rolls 2D8 and takes the result what is better for his success. If wall is slippery, it would be -1 negative modifier so character rolls 2D8 and picks score what is worse for his success.
There is enough calculating numbers to define task number, so I don't want positive or negative modifiers to add math any further.

Critical successes and catastrophic failures (botch/fumble) also included. More skillful you are (higher skill level) less likely you botch! This is also really easy system you don't need to calculate or think too much. Basically you instantly see did you nail it or screw it.

Weapon damage is a question currently. Easiest would be, that weapons do certain die and possible bonus damage. For example scimitar D8+1. At first I thought that damage has Power and Dice but it was over complicated and problem was that even though you hit a target if your damage roll sucked, you still didn't inflict any damage (White Wolf, I am looking at oWoD). So I thought if you hit, then you must determine how hard you hit, not that even though you did hit do you damage opponent.

Armor will be simple. Decrease armor value from damage. There will also be hit locations. Head will for example always be double damage. Critical hits do extra damage of course. Wounds determine how bad the damage is.

Wounds I have to thank Ville Vuorela's Praedor for. Characters have lots of hitpoints. But the point is, they have less wounds. Loosing hitpoints you die slower, loosing (gaining actually) wounds you die faster. Every character has Wound level. Damage exceeding it deals a wound. Twice as much deals two wounds etc.

In example character might have 20 hitpoints and wound level of 8 and 4 wounds (I pulled these values from my hat). So 5 points of damage is taken only from hitpoints because it is less than character's wound level. 9 points of damage would be 9 from hitpoints and 1 wound, as it exceeds character's wound level. 16 and over damage result would be 16 worth of hitpoints and 2 wounds.
Also more wounded character is, more negative modifiers he gets.
Basically, if you hit your opponent with fists dealing D4 damage is slower to kill another than shooting him with plasma-cannon 4D8 damage!
And in damage dice are exploding, because I like that! Ok, fists D4 will more likely to explode but so what.

There will be also plenty of special setting or genre specific rules like magic, fear etc. etc.

There are two things I hate to do. Skill list and equipment list! I don't want skills to be too specific and in way too wide range, but I want there to be enough of them. For example I think that GURPS is too specific in many skills. Equipment lists are also boring to write.
Would it be bad if I wrote down every single skill from every one of my rpg books and then pick up and combine different skills under one main skill to make my own skills list? Same with equipment?

Also, YDIN is generic rules. You can use YDIN as usual generic rules for every setting you want to, but main focus is that I will write my rpg settings and sourcebooks for YDIN. Now I have to think would YDIN core book with only rules be too bland? I mean, I don't intend to compete against all those generic rules out there. I have had a couple of ideas that I could include a couple of setting overviews you are ready to use and add your own details or I could include a couple of starting adventures of different genres.
I myself think that what AFMBE core book does with Deadworlds would be good appendix material. Few setting ideas with adventure seeds from different genres.



YDIN N6 MINI

Also, my small project YDIN D6 Mini is compatible with main YDIN. Rules are different, but still. Same attributes, same sub-attributes, same skills. Only difference is that you roll D6 equal to your skill level against your attribute. Difficulty modifiers are added or decreased from skill. -2 if no dice to roll. Two examples:

Dexterity 4, swordfighting 2 rolls 2D6 and tries to get 4 or lower to success.
Dexterity 4, athletics 2 would suffer -3 negative modifier, but then he wouldn't have any dice to roll. So he rolls one die and gets -2 on his dexterity.

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